I'm going to try something else and hope it works instead. Namely by switching it from a spawn hook to a spawnpost hook and hoping that will let me set the m_iName properly. I also corrected the check for the actual name based on something said in another thread.

If you are trying to rename an existing ent, just dispatchkeyvalue, it will work for m_iName, i do it to players all the time to parent crap to them.

But if you are trying to edit it as it is spawning, you have to wait, so just use a 0.0 timer, or like you said, try post.

Anyway, here's 2.04 which really fixes what I was trying to fix in 2.03. I had to back out one of the other changes I made, though... the one which was supposed to improve memory usage by preventing certain entities from spawning. Turns out that crashed the client.

As always, my test server (tf2.rbemrose.com:27015) is running this version.

Before I forget, I have some future plans for this plugin:

While I'm hear, I'd like to talk about future features for Prop Hunt:

See if prop shadows work properly when enabled. Nothing gives away a prop more than having a (for example) line of 4 red payload carts on ph_redstone but only 3 of them have shadows...

It's possible to set a prop's rotation on 3 axes. I'd like to bind these to different keys, possibly binding the vertical axes to +attack3 to change it in 45-degree increments (or 0.25π radians if the offsets are in radians), resetting back to 0 if it'd be 360. The other two might be interesting to change, too, but I don't think most props would use them.

Add support to give props rotation by default, much like they have offsets now. This is for props that you don't really see in their default positions, like the coffins in ph_manor_event.

Anyway, here's 2.04 which really fixes what I was trying to fix in 2.03. I had to back out one of the other changes I made, though... the one which was supposed to improve memory usage by preventing certain entities from spawning. Turns out that crashed the client.

As always, my test server (tf2.rbemrose.com:27015) is running this version.

Before I forget, I have some future plans for this plugin:

While I'm hear, I'd like to talk about future features for Prop Hunt:

See if prop shadows work properly when enabled. Nothing gives away a prop more than having a (for example) line of 4 red payload carts on ph_redstone but only 3 of them have shadows...

It's possible to set a prop's rotation on 3 axes. I'd like to bind these to different keys, possibly binding the vertical axes to +attack3 to change it in 45-degree increments (or 0.25π radians if the offsets are in radians), resetting back to 0 if it'd be 360. The other two might be interesting to change, too, but I don't think most props would use them.

Add support to give props rotation by default, much like they have offsets now. This is for props that you don't really see in their default positions, like the coffins in ph_manor_event.

Apparently people can do !propmenu <path/to/prop.*> and turn into the prop, regardless of the propmenu is set to admin only.

Anyway, here's 2.04 which really fixes what I was trying to fix in 2.03. I had to back out one of the other changes I made, though... the one which was supposed to improve memory usage by preventing certain entities from spawning. Turns out that crashed the client.

As always, my test server (tf2.rbemrose.com:27015) is running this version.

Before I forget, I have some future plans for this plugin:

While I'm hear, I'd like to talk about future features for Prop Hunt:

See if prop shadows work properly when enabled. Nothing gives away a prop more than having a (for example) line of 4 red payload carts on ph_redstone but only 3 of them have shadows...

It's possible to set a prop's rotation on 3 axes. I'd like to bind these to different keys, possibly binding the vertical axes to +attack3 to change it in 45-degree increments (or 0.25π radians if the offsets are in radians), resetting back to 0 if it'd be 360. The other two might be interesting to change, too, but I don't think most props would use them.

Add support to give props rotation by default, much like they have offsets now. This is for props that you don't really see in their default positions, like the coffins in ph_manor_event.

You could make it rotate in prop lock mode. You could say, make crouch align it to the plane normal beneath the character, wasd could use the other rotations. I pretty much did the normals thing in that graves plugin i made. Props look a lot better when you do that.

You could make it rotate in prop lock mode. You could say, make crouch align it to the plane normal beneath the character, wasd could use the other rotations. I pretty much did the normals thing in that graves plugin i made. Props look a lot better when you do that.

That would interfere with Prop Hunt's gameplay. Generally, you want to start moving as soon as someone sets you on fire, not have to un-prop lock first.

I'll probably look into ph_propmenu 0 and using /propmenu <proppath> as an admin with the wrong admin permissions and as a user with no permissions tonight.

Edit: I haven't tested it yet, but I have a suspicion that changes to the Admin Overrides system in SourceMod 1.5 is breaking this, namely that an override on propmenu literally replaces the permissions on the base propmenu command and makes it so the ph_propmenu cvar does literally nothing. I may change the override name to "prophunt" instead.